Commit message (Collapse) | Author | Age | |
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* | Use meshes to display inventory items | RealBadAngel | 2016-02-07 |
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* | Revert "Add support for using arbitrary meshes as items" | Sapier | 2015-12-29 |
| | | | | | | This reverts commit 91bafceee6606fab79db1bde4cba01b84fed65c7. Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need | ||
* | Add support for using arbitrary meshes as items | Sapier | 2015-12-29 |
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* | Re-enable texture pre-filters on wielditems, fixing #3178. | Aaron Suen | 2015-11-24 |
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* | Remove use of engine sent texture tiling flags - theyre no longer needed | RealBadAngel | 2015-08-20 |
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* | src/wieldmesh.cpp: Fix mesh extrusion memory leak | Břetislav Štec | 2015-08-02 |
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* | Add wielded (and CAOs) shader | RealBadAngel | 2015-07-21 |
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* | Fix typo in WieldMesh::setItem() | kwolekr | 2015-05-08 |
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* | Replace Wieldmesh::setItem assertion that could be triggered by the server ↵ | kwolekr | 2015-05-08 |
| | | | | with an error | ||
* | Add a check for animation when getting an extruded mesh | Kevin Ott | 2015-05-04 |
| | | | | Fixes issue #2667 | ||
* | Move globals from main.cpp to more sane locations | Craig Robbins | 2015-04-01 |
| | | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h | ||
* | Move texture_min_size even further down the pipe. Now, textures are ↵ | Aaron Suen | 2015-03-31 |
| | | | | JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements. | ||
* | For usages of assert() that are meant to persist in Release builds (when ↵ | Craig Robbins | 2015-03-07 |
| | | | | NDEBUG is defined), replace those usages with persistent alternatives | ||
* | Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵ | Loic Blot | 2015-03-05 |
| | | | | tile.hpp to src/client/ | ||
* | Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵ | Craig Robbins | 2015-02-11 |
| | | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem | ||
* | Revert "Remove workaround in itemdef.cpp to enable/disable/enable ↵ | Craig Robbins | 2015-02-11 |
| | | | | | | "enable_shaders" setting" This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f. | ||
* | Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵ | Craig Robbins | 2015-02-11 |
| | | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem | ||
* | Prevent client crashing if an NDT_AIRLIKE node is dropped | Craig Robbins | 2015-01-05 |
| | | | | | The player dropping the node can either be themselves or another player (i.e. without this fix you can crash other people's clients) Thanks CWz for reporting the issue | ||
* | Silence misc. warnings | kwolekr | 2014-12-23 |
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* | Temporarily fix always bright wieldhand with shaders enabled | kwolekr | 2014-12-22 |
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* | Change TileSpec::frames to be std::vector not std::map | unknown | 2014-12-21 |
| | | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com> | ||
* | Wield: always obey anisotropic_filter setting, not just for hi res textures | Kahrl | 2014-11-26 |
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* | EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or below | Kahrl | 2014-11-26 |
| | | | | | This is not optimal as it will cause minor graphical glitches for Irrlicht 1.7 users, but at least it fixes the build. | ||
* | Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps | Kahrl | 2014-11-26 |
| | | | | | This should fix #1844. Thanks to oleastre for making the first version of this commit (#1848). | ||
* | Wielded fixes. Add shaders support. | RealBadAngel | 2014-11-13 |
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* | Implement WieldMeshSceneNode which improves wield mesh rendering | Kahrl | 2014-11-08 |
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO. |